The Botanist case study
Lia.
Interaction Design · Machine Learning · Phipps Conservatory

The Botanist

A multi-sensory learning experience at Phipps Conservatory that invites visitors to look closer, touch and smell, and get to know the plants.

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Testing the smart table: a visitor places leaves on a white table while a projector shows recognition feedback, next to close-ups of the collected leaves
Testing the smart table with leaves collected at Phipps.
My role

UI design, user research, 3D prototyping, video editing

Team

Kimberly June Blacutt, Eugina Chun, Lia Purnamasari, Audrey Reiley

Context

Interaction Design Studio I, CMU, Fall 2023. 5 weeks, with Phipps Conservatory as client. Taught by Dina El-Zanfaly and Andrew Twigg.

Tools

Figma, ProtoPie, p5.js, Teachable Machine, projection mapping, After Effects

In a nutshell: visitors told us they wanted to touch and smell the plants, not just look. So we designed three tools that turn a walk through the conservatory into hands-on learning.

Phipps Conservatory is one of Pittsburgh's best-loved public gardens, and it wants people to feel connected to the plant world. The Botanist Glass is a smart magnifying glass for recognizing and exploring plants. The Smart Table uses machine learning to recognize real leaves and turn them into a learning game. The Memento Card is a personal recap of the plants each visitor discovered.

01 · Research

What do Phipps visitors need?

We spent time on site with visitors, staff and the plants themselves, around three questions: what makes a visit great, what is least enjoyable, and why people come at all.

A collage of photos from fieldwork at Phipps: visitors walking through the greenhouses, taking notes and looking at exhibits
Interviews and observations across the conservatory.
13
in-depth interviews with visitors on site
8
shadowing sessions and observations on site
3
interviews with Phipps program and site managers

What we heard: visitors want more ways to connect with the plants

Insight 01

They want to engage, but only know how to look

Many interviewees wanted to smell or touch the plants to learn more about them, but weren't sure if or how they could.

Insight 02

Name tags aren't enough

Visitors asked for more context: where a plant comes from, how it's built, and how it connects to people's lives.

Insight 03

They want to really know a plant

Without ways to recognize a plant's unique traits, it's hard to understand it, learn from it, or feel connected to it.

02 · Design direction

How might we help people notice the details of the plants, so they're inspired to learn and connect with them?

We turned the insights into three design principles that guided every decision after.

01Engage all the sensesTouch, smell, sight and sound, so the experience goes beyond looking.
02Build meaningful connectionsBetween visitors and the specific plants they meet.
03Offer new botanical wordsGive visitors the vocabulary to describe what they sense and to recognize plants.
03 · Concepts

From twelve sketches to three tools

We ran several brainstorms, building on each other's ideas, then picked the concepts that best fit our principles.

Twelve pink sticky-note sketches of concepts such as adopt a plant, talk to the plant, leaf navigation and AR tag
Early concepts, from "talk to the plant" to projection pathways.
Sketch of a smart magnifying glass with a transparent screen, GPS, a microphone and a record button

The Botanist Magnifying Glass

While researching botanical gardens and the people who study plants, I came across the toolkit botanists use. One of them, the magnifying glass, is how botanists examine plant details. I proposed it to the team because it fit our purpose and principles so well.

Storyboard of the smart table: place a leaf here to begin, leaf detected, want to learn about this leaf, there are many ways to classify leaf shapes

The Smart Table Learning Station

At Phipps we noticed leaves falling from the plants all day, and staff collecting them for recycling. What if those fallen leaves became a way to learn plant anatomy and new vocabulary? The smart table is the place to do that.

The Memento Card

To close the journey, visitors return the glass and receive a postcard showing every plant they discovered inside the conservatory.

04 · Highlight: building the smart table

Teaching a table to recognize real leaves

We wanted the table to recognize an actual leaf in a visitor's hand, not a printed card or a QR code. So we trained our own image classifier on leaves from Phipps, and connected it to a projector that responds on the table surface.

A
Phase A

Before the demo: preparation

Turning fallen leaves into a model that can tell 14 species apart.

1Collect plant samples

Fallen leaves and cuttings from Phipps' daily cleanup. The tree leaves we first wanted ran out as winter came, until we spotted staff carrying cuttings.

2Build the dataset

Photograph every leaf from many angles and label each photo by species. Several leaves per species help the model generalize.

14species, one label each
AnthuriumFicus lyrataPhilodendron 'Xanadu'Theobroma cacao+ 10 more
Hundreds of photos per pickup, several leaves per species, many angles.
3Train the classifier

Teachable Machine retrains a pretrained image model (MobileNet) on our photos, so a small dataset is enough. We tested it in the preview and added photos wherever it got confused.

Gather→Train→Preview→Export
Anthurium
Ficus lyrata
Xanadu
Cacao
Teachable Machine workflow: one class per species.
4Embed the model into the UI

Export the trained model and load it into a p5.js sketch. Every frame from the webcam goes to the model, and the top prediction updates what the table shows.

model.jsonmetadata.json→ p5.js
// p5.js sketch (simplified)
model = await tmImage.load(
  "model.json", "metadata.json");

async function classify() {
  const s = await
    model.predict(video.elt);
  const top = highest(s);
  if (top.probability > MIN)
    showSpecies(top.className);
  requestAnimationFrame(classify);
}
The trained model goes into a physical setup
B
Phase B

Designing the physical interaction

Hiding the technology so the leaf, not a screen, stays at the center.

5Deploy the system

The first prototype ran on an iPad screen. For the final table we moved everything into the space: a webcam tucked into a potted orchid looks down at the table, a laptop runs the model in the browser, and a projector maps the interface onto the table, right around the leaf.

Projector shows the UI on the table Webcam hidden in a potted orchid Laptop Table surface leaf and information share one space frames to the model UI out
The working setup: a person places a leaf on the white table under projected feedback, with potted plants and the webcam nearby
The real setup during testing.
Webcamcaptures the leaf from above
→
Browser UI, p5.jsgrabs frames, runs the model
→
Teachable Machine modelscores each species, in the browser
→
Projector and tabledisplay the result where the leaf is
A visitor places a leaf
C
Phase C

User interaction

From a leaf in the hand to a conversation on the table.

6Inference

A visitor puts a leaf on the table and the system detects it. Every webcam frame goes through the model, which gives a probability for each of the 14 species. Once the top one is confident enough, the table responds.

Model output for one frame (illustrative)
Philodendron 'Xanadu'0.91
Anthurium0.05
Ficus lyrata0.03
11 other species0.01
ML formula
Probability of each speciesp(c | x) = ezcΣj ezj Predicted speciesŷ = argmaxc p(c | x) Training lossℒ = − Σc yc log p(c | x)

x is the webcam frame, c one of the 14 species, zc the model's raw score for it. Softmax turns scores into probabilities that add up to 1; the table shows the most likely species. During training, cross-entropy loss pushes up the probability of the correct label y.

7Interactive output

The UI is the result, and the visitor's answers are the input. Recognition opens a short quiz that builds botanical vocabulary, then a story about the plant. The dark, high-contrast layout reads clearly in a bright greenhouse.

Projected table screen with a hand-lettered prompt: place a plant here to begin
a
Invite"Place a plant here to begin."
b
Recognize"Leaf detected!" The species name appears around the leaf.
c
QuizDescribe the veins and the edge shape in precise words; the table gives feedback on each answer.
d
StoryThe plant's place in food, traditions and rituals, and where its name comes from.
05 · Prototyping and UI

A glass that feels good in the hand and reads in the sun

For the glass, a smartphone ran a plant-recognition app, with ProtoPie using the live camera as the UI background. I prototyped several physical forms around it, checking each for comfort and grip, not only looks.

Four cardboard magnifying glass prototypes with different handle and frame shapes, one holding a phone
Form explorations for the Botanist Glass.
Glass UI over a greenhouse camera view: a card for Philodendron Xanadu, a clue card listing bright and vibrant, cinnamon and vanilla, waxy, and a confirmation that it was added to the collection
The glass UI, with sensory clues for sight, smell and touch.

Designing for a green, bright room

The conservatory is full of natural light and green everywhere. To stand out without clashing, I used neutral black and white panels over the live camera view, matched to Phipps' visual identity. The clue card turns each sense into a prompt: what it looks like, what it smells like, how it feels.

06 · The experience

One visit, start to finish

Journey map from onboarding, through observing and identifying plants, the guessing game, the smart table, to earning the memento card, with line illustrations of each step
The visitor journey: pick up the glass, explore, play, touch and observe at the table, and leave with a card.
Identify with the glassPoint it at a plant and it reveals three layers as you move closer: the name, general information, then details about the part you're looking at and how to interact with it.
Play the guessing gameLocation sensors trigger a game now and then, only in select rooms so it never feels pushy. Sensory clues invite you to touch and smell to find the plant.
Find your wayThe glass can also guide you to a specific room or plant exhibit on request.
Learn at the table, take home a cardPlace a leaf to start the quiz. When you return the glass, you get a card of every plant you discovered.
07 · Looking back

What if visitors taught the table too?

We taught the model by example. Next time, I'd hand that same loop to visitors, so the table and the people learn together.

When the table is unsure, it could ask for help: "Is this A or B? What's different about them?" To answer, visitors have to look closely at the veins and edges, which is exactly what we wanted them to notice. The model learns from their answer on the spot.

It would also fix a practical problem we hit. A model trained in the fall is stuck with the fall's leaves; a table visitors can teach grows with the seasons and the collection.

Thank you

To my teammates Kimberly June Blacutt, Eugina Chun and Audrey Reiley, to Dina El-Zanfaly and Andrew Twigg, and to the visitors and staff at Phipps Conservatory who shared their time and their leaves.

Kim's write-up of the table Back to all work